I agree. As long as the campaign is a decent length in terms of hours and we get another group of side-missions like the Zeratul stuff I'll be satisfiedsyllogism said:Err, it's a completely arbitrary number either way considering missions vary in length. SC2 campaign was longer than SC1 vanilla campaign and BW had fewer than 20 missions.
At the mission on Char, Kerrigan received +6 infestation, granting her to the next level.
Abathur took notice that Kerrigan now looks different after every battle, and he reassure her that is not only an opinion, as his eyes are able to clearly distinguish genetic material. While Kerrigan has some remorse about slaughtering innocents, it is the thoughts of her becoming more like Mengsk is what truly bothers her.
Dance In My Blood said:No that's the right way to do it, I just had no idea this game was so early still. I mean SC2 came out last summer.
and they did that by rehashing a nonstop series of artificial timed sections that extended the game. skilled players cant speedrun sc2 because 90% of the player base is waiting for missions to end.syllogism said:Err, it's a completely arbitrary number either way considering missions vary in length. SC2 campaign was longer than SC1 vanilla campaign and BW had fewer than 20 missions, so the only really valid complaint is that you just really really wanted to play as zerg/protoss in the vanilla campaign.
I think the main issue is that it comes down to the execution rather than the base concepts.Tacitus_ said:From TL:
Slight hope for the story.
... I should probably stop lying to myself.
SC2 campaign is objectively better designed and interesting than SC1 vanilla campaign. You may have preferred the SC1 campaign for subjective reasons, for instance the superior storyline, but it I disagree. Speedrunning times are completely irrelevant.Pandaman said:and they did that by rehashing a nonstop series of artificial timed sections that extended the game. skilled players cant speedrun sc2 because 90% of the player base is waiting for missions to end.
wait for X amount of trains sent at x intervals.
collect X amount of money before unlocking the second section of the mission.
mine x minerals, but oops lava.
wait for this uncontrolable hero unit that takes timed breaks.
wait X amount of time to win.
defend X Y amount of times.
wait for this mining laser to destroy this building, no you cannot speed up the process.
sc2's length was padded at every point, cutting missions doesn't make it easy to believe that this padding will be gone.
Metzen has some crazy tenure. That's pretty much the long and short of why the story in Blizzard products is a remedial take on every trope in fantasy/sci-fi existence.Bowdz said:I definitely think gameplay needs to be the priority, but when one aspect is lagging so far behind the other, it seems like the designers and writers need to work in tandem more than they currently are.
You do not care that you were promised something in the place of missing zerg/protoss missions in wol and are now being shortchanged?V_Arnold said:I do not care if the numbers match some outside-of-the-game expectation or not. If they can brging enjoyable, replayable, and mid-to-long missions, I am happy. Be that 15, 20, or 30.
Pandaman said:and they did that by rehashing a nonstop series of artificial timed sections that extended the game. skilled players cant speedrun sc2 because 90% of the player base is waiting for missions to end.
wait for X amount of trains sent at x intervals.
collect X amount of money before unlocking the second section of the mission.
mine x minerals, but oops lava.
wait for this uncontrolable hero unit that takes timed breaks.
wait X amount of time to win.
defend X Y amount of times.
wait for this mining laser to destroy this building, no you cannot speed up the process.
sc2's length was padded at every point, cutting missions doesn't make it easy to believe that this padding will be gone.
There were no missing missions; the campaign was exactly as long as everyone had any right expect it to be. It wouldn't have been any longer had they included all 3 races.Pandaman said:You do not care that you were promised something in the place of missing zerg/protoss missions in wol and are now being shortchanged?
okay i guess. i can't make you care anymore than i can understand why you dont.
Ultimoo said:Does that make me a bad person that I enjoy the game-play of the campaign? Sure, the game-play didn't lend itself well to speed runs, but the padding made it play better, didn't it?
okay, prove it.syllogism said:SC2 campaign is objectively better designed and interesting than SC1 vanilla campaign.
ugh, dont be silly. i dont really care if someone can beat a mission 10 minutes faster than a normal person can. i don't really care that someone even better can squeeze off an extra 30 seconds. What i do care about is that good skill based game design creates circumstances where things like speedruns are possible. if a level takes 20 minutes to beat, it shouldn't be because you had to wait 20 minutes, it should be because it took you 20 minutes to solve the win condition.Speedrunning times are completely irrelevant.
Source: http://www.vg247.com/2011/05/31/bli...eart-of-the-swarm-launch-says-starcraft-boss/VG247 said:Blizzard DotA aiming for Heart of the Swarm launch, says StarCraft boss
StarCraft II lead producer Chris Sigaty has said that Blizzard DotA is still in development at the company.
We basically put it back up in the shop and did some massive overhauls to some things, which Im not going to go into specific detail about, Sigaty told Joystiq during the first media showcase of the second story chapter for StarCraft II, Heart of the Swarm.
He told the site that it was aiming to have the mod ready for release around the time Heart of the Swarm launches, which looks set to be a 2012 launch.
In terms of it actually requiring HotS to play it, Sigaty went mum.
Were not even talking about the business level decision of it at this point.
Blizzard Dota was one of four mods that was announced during Blizzcon last year for Wings of Liberty. All of those mods bar Dota have since launched.
Its development also ties in with that of true sequel Dota 2, being made by Valve.
Only a few levels function the way you describe and there were similar levels in sc1 (protect x for y minutes)Pandaman said:okay, prove it.
ugh, dont be silly. i dont really care if someone can beat a mission 10 minutes faster than a normal person can. i don't really care that someone even better can squeeze off an extra 30 seconds. What i do care about is that good skill based game design creates circumstances where things like speedruns are possible. if a level takes 20 minutes to beat, it shouldn't be because you had to wait 20 minutes, it should be because it took you 20 minutes to solve the win condition.
in typical modern day blizzard fashion, the only decent level they managed to design was only because it was unwinnable and they correctly chose to not take control away from the player.
in short, i like strategy in my real time strategy games. but apparently thats bad campaign design.
That's how Valve does it, too.Bowdz said:Well here is Blizzard's problem:
So the design process is mechanics first, story second. It makes for great gameplay, but lackluster, disjointed stories.
Pandaman said:okay, prove it.
ugh, dont be silly. i dont really care if someone can beat a mission 10 minutes faster than a normal person can. i don't really care that someone even better can squeeze off an extra 30 seconds. What i do care about is that good skill based game design creates circumstances where things like speedruns are possible. if a level takes 20 minutes to beat, it shouldn't be because you had to wait 20 minutes, it should be because it took you 20 minutes to solve the win condition.
I found that the best "strategy" was usually to just make more marines.Neo Child said:thats really up to a designer to decide that. its still strategy to figure out how you can defend a base for 20 minutes, or how to infiltrate a base in a set time limit etc.
You mean tanks?Dance In My Blood said:I found that the best "strategy" was usually to just make more marines.
syllogism said:Only a few levels function the way you describe and there were similar levels in sc1 (protect x for y minutes)
Neo Child said:thats really up to a designer to decide that. its still strategy to figure out how you can defend a base for 20 minutes, or how to infiltrate a base in a set time limit etc.
Pandaman said:Okay, prove it
Zerg has to be OP for the singeplayer so all the scrubs can beat the campaign missions.ultron87 said:
Nice OP ling upgrades here. Speed, spawn broodlings on death, and (I assume) even faster build speed.
Tanks have no stim.Ultimoo said:You mean tanks?
Nirolak said:I think the main issue is that it comes down to the execution rather than the base concepts.
Like, the base concept of Resident Evil is about an arms corporation developing genetically mutated creatures for terrorist organizations and third world countries to use as weapons against vastly superior military might, which is a totally awesome setup for a plot.
The final result though...
lets examine:syllogism said:Only a few levels function the way you describe and there were similar levels in sc1 (protect x for y minutes)
it can be strategy, but there's no reason to consistently rely on it in lue of the actual [multiplayer] gameplay.Neo Child said:thats really up to a designer to decide that. its still strategy to figure out how you can defend a base for 20 minutes, or how to infiltrate a base in a set time limit etc.
as i said before, there's nothing wrong with having some missions like this. its a good way to break up and pace the game, my problem is the reliance on these missions.syllogism said:BW even had one of those "Obtain x minerals" missions, but apparently lava somehow makes it less interesting/strategic (???)
lol, its funny how y'all like to just assert your positions but accuse me of being the one in denial. of the people here, im the only one willing to talk about this while you all just want to insult me for disagreeing.V_Arnold said:Whao.... now this is good denial, I guess. Let us not hate on the missions itself just because you did not like the story itself. SC/SCBW Story >> SCII Story, SCII Missions >>> SC/SCBW Missions
wha... what do you think rts games are? base building and skirmishing is supposed to be the point.haunted said:SC1 had so many simple 1vX missions that were little more than skirmishes
Pandaman said:my believe that sc1 and brood war are better designed campaigns stems from a very simple fact of the multiplayer component. starcraft is an economy game. the typical game is won and lost on long term gameplay decisions and economic posturing. given that, very very very very few scnerios in wings of library hinge on the player making smart economy decisions.
Pandaman said:hell, compare the endgame missions of both games. sc2 gives you a complete techtree of superbuffed preupgraded units and units with hero properties, it gives you a resource cache that cannot be depleted in the timeframe of the mission and no options for a persistent map presence outside of your bases initial starting area.
in starcaft 1, you are given 100 minerals, 100 gas, a forge, a barracks and an engineering bay with only one relatively undepletable mining base and one small mining base. two hero units and a collection of unupgraded tier 1. how you win that mission is ENTIRELY up to you and your abilities as a player.
HolyCheck said:It's ok guys, he plays Zerg
no, you fail to understand.V_Arnold said:Panda, it is okay to want multiplayer in singleplayer mode also, but Blizzard DID NOT want that. You are left out in the cold, okay, others are happy.
"if you want to play the real time strategy part of your rts, dont play the single player campaign' is fucking horrible design bro.If you want multiplayer, play multi. Hell, play against AI on a variety of maps
hmm, please notice I'm not the one who is making claims that one game is objectively better than the other. that's your team. don't push your faults on me.What you stated on the "problem side" are not problems. Those are complaints because you do not agree with their directions. That is not a "better than..." or a "worse than.." quality. It is just a direction. To reverse it, everyone who loved WOL can say: BW was nothing more than reskinned skirmish chain with a few twists. And that is true also.
the difficulty to create the map doesn't matter at all, why would you even waste time typing this?Except that it is always easier to insert a reskinned skirmish than to create a mechanic-based map like the ones seen in WOL.
because its a strategy game. you are not supposed to be spoonfed every step of the way, that removes the strategy aspect by constraining player decisions.AppleMIX said:Why exactly is this a negative?
lol, you dont understand arguments. i win by default because im not the one making the claim, i can say nothing because the burden is not on me to defend my views. my opinions on the differences between the games are admittedly subjective, i flesh them out as a charity. they aren't arguments, they're points of view which I've been insulted for holding and told to be objectively wrong. you people give me a headache.I play Zerg too and I find his argument to be lacking.
even without the gimmicks the campaign had alot of problems as an rts, thats true.Tacitus_ said:Stop acting like the single player wasn't RTS gameplay. Only the few hero missions didn't have it. You don't have to like the mission gimmicks, but the gimmicks didn't somehow take out the RTS gameplay.
people who want to be heard but do not want to talk.pieatorium said:What do yo mean "you people".
pieatorium said:What do yo mean "you people".
Pandaman said:even without the gimmicks the campaign had alot of problems as an rts, thats true.
you are not the original claim maker, so you are not the leader.V_Arnold said:I would also like to know what "my group" is. And if I am the leader, then how much money do I get for doing this?
Pandaman said:because its a strategy game. you are not supposed to be spoonfed every step of the way, that removes the strategy aspect by constraining player decisions.
lol, you dont understand arguments. i win by default because im not the one making the claim, i can say nothing because the burden is not on me to defend my views. my opinions on the differences between the games are admittedly subjective, i flesh them out as a charity. they aren't arguments, they're points of view which I've been insulted for holding and told to be objectively wrong. you people give me a headache.
well, i disliked how unit upgrade paths were external and limited in scope. i would much rather research siege mode every game i want or need it than buy siege mode and find myself in a game situation where i would prefer blue flame but cannot access it because the money system has a limited amount below the sum cost of mercenaries/all upgrades. if they had to make it external, i feel it should also have been grindable to some extent.Tacitus_ said:Really now? I get the economy part since you were almost forced to single base almost every mission, but other than that you had the RTS backbone gameplay (base management/building + troop management) with mission based gimmicks.